Dread Admiral Demo · build 24840305 · published
Hey all, today I'm bringing you a new build with a ton of fixes based on community feedback (thank you to those who joined the Discord and gave me brain fuel!)
12.4 focuses on Difficulty adjustments and some more QOLs; please read the full patch notes below.
NOTE: With the 0.12.0 fix to AI logic for building Advanced Shipyards, the game difficulty increased quite a bit because it had been wasting money and often failing to build Battleships/Carriers.
Normal Campaign difficulty reduced mildly
Player now starts with a PT boat for all Campaign difficulties.
Recon range was bumped up to PlaneRange + 1. This might assist with Gun Fort missions or walking into opposing ships
Fixed a bug with the timing of Patrol flak, which caused it to fail to apply flak if the sortie had dropped its bombs.
(Hard Only) Enemy 'Safety Recons' now select a random nearby hex of the carrier, rather than always directly on top of itself.
Number of turns granted per level no longer scales, though number of turns per level in general has increased by 1.
It seems that players are now reliably earning lots of Black Fleet delay, as originally intended, which means the scaling I added is no longer necessary.
Perform Auto Moves is no longer spammable (can corrupt hex data)
Sped up Perform Auto Moves delay by 40% (0.25->0.15 seconds delay)
Perk text should now reliably fit within its box.
Cleaned up an issue where old RTS boxing lines could be left on screen
Expanded window for City Upgrades and Purchase Panels
Fixed a bug with Siege Line perk showing the wrong panel over the wrong cities
Patrols will once again fly at a consistent speed when they reach their destination
Ambush was placing 25% of its forces in the middle, rather than 75%. This has been amended.
AAII, AAIII, PillboxesII now appropriately show up in the purchase panel
Fixed issue where Supership perks weren't available for selection after earning them.
Fixed a bug where Bonus XP could apply multiple times.
Fixed a bug with Supership tech labs requirements
Second Shipyard should no longer function while offline
Second Shipyard should reliably allow you to produce two of the same unit now
Prestigious Perk will no longer try to award billions (or negative billions) of XP.
Friendly Territory modifier is now independent of negative map modifiers. (e.g., a Friendly Territory doesn't replace a bad mod; it is rolled separately. This should lead to some maps where you have both Friendly Territory on top of a bad mod.)